2XKO patch 1.3.3 is the October 27, 2026 update that adds Samira and Sett as free playable champions, introduces LP-based leaderboards in Casual Lobbies, expands The Climb with offline support, and delivers balance changes, bug fixes, and 35 additional skins in the Ultimate Bundle. It is also the game's final major content patch, with smaller maintenance updates planned afterward.
Samira and Sett are the main attractions, and they could hardly be more different. Samira uses a sword and firearms to build Style points through creative offense, while Sett mixes heavy strikes with explosive, chainable grabs. Both champions are available to every player without spending Credits or unlocking them through progression.
The update also gives competitive players something to chase even though Ranked remains disabled. Casual Lobbies now track Leaderboard Points (LP), with players qualifying for the leaderboard at 2,900 LP. Matchmaking offers a choice between prioritizing speed and prioritizing opponents of similar skill, depending on how you join the queue.
For players already comfortable with their team, the balance details matter just as much. Akali and Ekko lose some oppressive pressure, Braum's Ultimate becomes easier to punish, Lux and Senna receive mixed adjustments, and Caitlyn, Teemo, Thresh, and Vi gain several useful improvements. Below are the exact changes, explanations, the new content, and the complete cosmetics list.
2XKO patch 1.3.3 overview: What changed?
Riot published the official 2XKO patch 1.3.3 notes on October 26, with the update dated October 27. Unlike patch 1.3.1, which rebuilt several core systems, this release focuses on two new fighters, matchmaking improvements, and a final round of balance and gameplay fixes.
| Feature | Patch 1.3.3 change | Why it matters |
|---|---|---|
| Release date | October 27, 2026 | Final major content update for 2XKO. |
| Samira | Free new champion | Stylish weapon-based offense with an empowering Style mechanic. |
| Sett | Free new champion | Close-range grappler-brawler with powerful chainable grabs. |
| The Climb | New Samira and Sett stories and Augments | Additional PvE content tailored to the new fighters. |
| Offline PvE | The Climb playable offline | Practice and complete runs without an online session, but cosmetic quests require online play. |
| Leaderboard | Casual Lobby ratings based on LP | Players with 2,900+ LP can appear on the leaderboard. |
| LP decay | 25 LP per day after 14 inactive days, minimum 2,800 | Keeps leaderboard positions tied to recent play. |
| Matchmaking | Fast or fairness-focused queue entry | Choose whether shorter waits or similarly rated opponents matter more. |
| Quality of life | Offline Input Delay option and Training Mode improvements | More control over practice settings. |
| Champion balance | Akali, Braum, Caitlyn, Ekko, Lux, Senna, Teemo, Thresh, Vi, and others | Adjusted pressure, combo routes, Assists, and punish opportunities. |
| Bug fixes | Core gameplay, Training Mode, and character interactions | Removes unintended results in competitive situations. |
| Cosmetics | 35 new skins in the Ultimate Bundle | More customization across 14 champions, including Samira and Sett. |
For previous balance updates and character guides, explore RiftDaily's 2XKO coverage. Our patch notes archive covers earlier releases, while gaming news tracks official announcements and the wider competitive scene.
Samira joins 2XKO patch 1.3.3
Samira, the Desert Rose, is a Noxian mercenary who fights for the thrill of difficult encounters. Her gameplay emphasizes stylish offense using a mixture of sword attacks and gunfire, with a unique Style mechanic that rewards creativity.
Rather than relying on one repeated attack sequence, Samira encourages players to vary their offense and look for opportunities to improve their moves through accumulated Style points. She is particularly appealing to players who enjoy expressive combo routes and learning how different attacks fit together.
| Samira details | Information |
|---|---|
| Release | October 27, 2026 |
| Availability | Free for all players |
| Combat identity | Stylish, aggressive fighter |
| Weapons | Sword and firearms |
| Signature mechanic | Earn Style points to empower moves |
| PvE content | New Tales of 2XKO chapter and champion-specific Augments |
How Samira's Style mechanic works
Riot describes Style as something Samira earns by getting creative with her attacks. This gives her an additional decision beyond simply choosing the fastest or highest-damage option: varied offense can improve what her moves accomplish.
For beginners, the most useful starting point is learning a reliable opening, a simple conversion, and a safe way to return to neutral. Once those feel comfortable, experiment with different weapon attacks and routes. Building Style matters, but it should not come at the expense of repeatedly giving opponents free opportunities to punish you.
Samira's official Champion Spotlight shows her fast-paced fighting style and how her attacks flow together. The footage also provides a better sense of the spacing and timing needed to use her weapons effectively.
Watch how Samira alternates between offensive tools instead of committing to the same predictable approach. Her strength lies in creating sequences that build toward more dangerous options, so recognizing when to continue pressure and when to reset is essential.
Is Samira a good champion for beginners?
Samira's Style mechanic adds another layer to learn, making her more demanding than a character built around a handful of simple attacks. That does not make her unsuitable for new players, but it does make a gradual learning process useful.
Start with dependable attacks and basic combinations, then add more advanced routes once you understand her recovery, pressure, and Style-building opportunities. Players who enjoy practicing combos and making creative decisions should find plenty to explore.
Sett arrives as a grappler-brawler
Sett, the Boss, is the second new champion in 2XKO patch 1.3.3. The former pit fighter combines the power of a traditional brawler with the threat of a grappler, using explosive, chainable grabs to punish opponents who allow him to fight at close range.
His identity is built around physical pressure. Where Samira relies on creativity across different weapon attacks, Sett forces opponents to respect heavy strikes and the possibility of being grabbed. That creates a particularly dangerous situation for defenders who become too comfortable simply blocking.
| Sett details | Information |
|---|---|
| Release | October 27, 2026 |
| Availability | Free for all players |
| Combat identity | Grappler-brawler hybrid |
| Main threat | Powerful, chainable grabs |
| Preferred range | Close-range combat |
| PvE content | New Tales of 2XKO chapter and champion-specific Augments |
How Sett's grabs affect a match
Grapplers change how opponents defend. Against a character who mainly uses strikes, blocking can be a relatively safe default. Sett introduces the threat of grabs that can punish an opponent for remaining defensive at the wrong distance.
His brawler side gives him conventional attacks to support that threat. The result is a character who encourages opponents to think carefully about spacing, timing, and whether they can afford to challenge his pressure.
The official Sett Champion Spotlight demonstrates how his strikes, throws, and linked grabs fit together, offering a useful starting point for understanding his pressure and the ways opponents can respond.
For Sett players, learning how to close the distance safely is likely to be as important as memorizing grab combinations. For everyone else, identifying his preferred range and avoiding predictable defensive habits should be a priority when learning the matchup.
Samira vs. Sett: Which new fighter should you try first?
The two newcomers offer different experiences, so choosing between them comes down to what you enjoy in a fighting game.
| Preference | Samira | Sett |
|---|---|---|
| Main approach | Varied weapon attacks and offensive creativity | Close-range strikes and grappling |
| Defining mechanic | Style points empower moves | Chainable, explosive grabs |
| Skills to practice | Combo variety, attack routing, pressure decisions | Approach timing, spacing, strike-versus-grab pressure |
| Best fit | Players who enjoy expressive offensive combos | Players who enjoy powerful close-range mixups |
Both champions are free, so there is little reason to commit before testing them. A few Training Mode sessions with each should make it clear whether you prefer Samira's flowing offense or Sett's heavy-hitting grappler identity.
The Climb gets new stories, Augments and offline play
2XKO's PvE mode, The Climb, receives three additions in patch 1.3.3. The update adds story chapters for Samira and Sett, Augments tailored to their moves, and support for playing The Climb while offline.
New Tales of 2XKO chapters
Selecting Samira or Sett when entering The Climb lets players experience new chapters in Tales of 2XKO. These add more character-specific story content through the mode's existing format.
Champion-specific Augments
New Augments designed around Samira and Sett's kits also enter The Climb. Riot has confirmed the additions but has not provided a complete public breakdown of each Augment's name and numerical effect in the patch notes.
Experimenting with these upgrades is a useful way to explore the new champions outside normal competitive matches, especially when learning how their signature mechanics work.
Can you play The Climb offline?
Yes. The Climb is playable in 2XKO's Offline mode as part of patch 1.3.3. Players can use the mode without an online session, making it easier to practice and enjoy PvE content independently.
However, offline progress does not count toward quests for unlocking chromas or avatar items. Those rewards require online quest progression.
| The Climb activity | Online | Offline |
|---|---|---|
| Play The Climb | Yes | Yes |
| Try Samira and Sett | Yes | Yes |
| Use champion-specific Augments | Yes | Yes |
| Progress chroma and avatar item quests | Yes | No |
2XKO patch 1.3.3 leaderboard changes explained
One of the most important changes in 2XKO patch 1.3.3 is the introduction of Leaderboard Points, or LP, in Casual Lobbies. Ranked remains disabled, but the new system gives players a way to measure their competitive progress against other players.
LP changes according to match results and the estimated strength of the opponent. Players who reach at least 2,900 LP can appear on their current lobby's leaderboard, while inactivity eventually causes points to decay.
How to appear on the 2XKO leaderboard
- Required rating: At least 2,900 LP.
- Location: Casual Lobby leaderboard.
- Personal rank: Main Menu > Profile.
- Leaderboard updates: Rankings refresh almost immediately after a match.
- Post-match screen: Does not show the exact LP gained or lost.
- No qualifying players: The lobby leaderboard continues to display win streaks instead.
The leaderboard only shows qualifying players from the current lobby. It is not a full restoration of the old Ranked system, and it should not be confused with a single global ranked ladder.
How do you gain and lose LP?
LP changes are based on both the outcome of the match and the difference between the players' ratings. Beating a stronger opponent rewards more points, while losing to a weaker opponent costs more.
| Match result | LP outcome |
|---|---|
| Win against a higher-rated opponent | Gain more LP. |
| Win against a lower-rated opponent | Gain less LP. |
| Lose against a higher-rated opponent | Lose less LP. |
| Lose against a lower-rated opponent | Lose more LP. |
The larger the upset, the larger the rating change. Riot has not specified a fixed LP value for every victory or defeat, so players should not expect identical points from every match.
LP decay after 14 days of inactivity
The new leaderboard system includes inactivity decay to keep its standings focused on players who continue competing.
- Grace period: 14 days without playing.
- Decay amount: 25 LP per day after the grace period.
- Minimum rating from decay: 2,800 LP.
- How to stop decay: Play again to reset the inactivity timer.
For example, a player at 3,000 LP who becomes subject to decay drops to 2,975 after the first decay day, 2,950 after the second, and 2,925 after the third. At 2,800 LP, further inactivity decay stops. Returning to play resets the 14-day timer.
Because the qualifying threshold is 2,900 LP, a sufficiently long period away from the game can remove a player from leaderboard eligibility even without additional match losses.
Matchmaking changes: Fast queue or fairer matches?
Riot is making a practical adjustment to Casual Lobby matchmaking. Instead of forcing every player into exactly the same matchmaking priority, the game now gives greater weight to either speed or competitive fairness depending on how someone enters the queue.
| Queue method | Main priority | Best choice when... |
|---|---|---|
| Find Match button | Shorter matchmaking time | You want to start a match quickly. |
| Training Mode at a cab | More evenly rated opponents | You prefer a match closer to your current skill level. |
Both methods use the same overall player queue. They simply give different weight to the matchmaking algorithm's priorities.
This means queuing from Training Mode is not a separate Ranked queue, nor does it guarantee a perfect rating match. Similarly, the Find Match button still uses matchmaking rather than pairing opponents completely at random. The difference is which goal receives more emphasis.
Players who want to improve against similarly skilled opponents may prefer Training Mode queueing. Those looking for quick games, particularly during quieter hours, may find Find Match more suitable.
Quality-of-life changes in 2XKO patch 1.3.3
Patch 1.3.3 adds a few smaller features aimed at making practice and lobby navigation more convenient.
New offline Input Delay setting
Players can adjust Input Delay under Settings > Gameplay > Input. This option applies only to offline game modes, so changing it does not alter the delay used for online matches.
For PC players, Riot recommends keeping the offline setting at its default value of three frames. That provides a consistent starting point for local practice.
Training Mode remembers your options
Opening online Training Mode now loads the most recent settings used in offline Training Mode. This is useful for players who practice with specific dummy behaviors, reversal settings, or other customized training options.
Casual Lobby visuals rotate
Casual Lobbies receive a spooky new appearance with the October update. Riot also confirms that their appearance will change periodically from patch 1.3.3 onward, giving the shared social space occasional visual variety.
Core gameplay bug fixes in patch 1.3.3
There is no large universal combat-system redesign in patch 1.3.3. Instead, Riot focuses on several high-impact bugs that could affect combos, defense, tagging, and the consistency of Training Mode.
| System | Fixed issue | Practical impact |
|---|---|---|
| Limit Strike | No bonus when defeating an opponent's second champion using Limit Strike. | The intended Limit Strike Bonus is awarded. |
| Tag Launcher | One frame less hitstun than intended when used in combos without launches. | More consistent combo timing. |
| Corner defense | Unintended cross-ups after Break or Getup Attack. | Defenders are no longer exposed to those incorrect corner situations. |
| Break / Fury Break | One frame less hitstun when used by player one. | Consistent behavior regardless of player side. |
| Throw tech | Teching a throw removed two seconds from the other player's Teamfight timer. | Throw tech no longer changes the timer incorrectly. |
| Training Mode | Restored save states failed to reapply some reversals. | More dependable repetition of practice situations. |
| Input handling | Light and heavy inputs could stay held after entering a new match following a long online set. | Inputs no longer carry over incorrectly. |
| Fury Eject | Stage-side and repeat-use differences allowed unintended cross-ups. | More consistent positioning and outcomes. |
| Random counterhit | The option did not produce genuinely random counterhits. | The practice setting works as intended. |
These fixes may look small compared with adding two new champions, but they are valuable for competitive play. A single missing frame of hitstun can change whether an attack links into a combo. Likewise, unintended cross-ups following a defensive mechanic can make a matchup feel unpredictable for the wrong reasons.
Every champion buff and nerf in 2XKO patch 1.3.3
The champion balance changes in the 2XKO patch 1.3.3 notes are more targeted than those in patch 1.3.1. Riot is not trying to reshape every fighter. Instead, the team is making some oppressive attacks easier to defend against, improving moves that have been awkward to use, and resolving character-specific bugs before the game enters its longer-term maintenance phase.
Akali and Ekko lose some of their fast pressure advantages, Braum's Ultimate becomes less safe, and Senna's Wraith form receives targeted reductions. Lux gets stronger neutral and combo tools but loses meter and some Super power. Caitlyn, Teemo, and Vi benefit from more consistent or stronger interactions, while several other fighters receive bug fixes only.
| Champion | Direction | Main takeaway |
|---|---|---|
| Ahri | Unchanged | No direct balance changes. |
| Akali | Mixed, leaning nerf | Less oppressive normals and corner pressure, with several consistency fixes. |
| Blitzcrank | Adjustment / fixes | Rocket Grab and Handshake Tag work more reliably. |
| Braum | Mixed, leaning nerf | Ultimate is easier to punish; charged Leap can now hit grounded opponents. |
| Caitlyn | Quality-of-life buffs | Rifle Shot, Reload Shot and mid-air Bola are more consistent. |
| Darius | Unchanged | No direct balance changes. |
| Ekko | Nerf / fixes | Slightly weaker block pressure, improved air-throw follow-up. |
| Illaoi | Bug fix | Tentacle interaction with Yasuo's back throw corrected. |
| Jinx | Bug fixes | Charged heavy, Chompers and related team interactions fixed. |
| Lux | Mixed | Better neutral and combo consistency, lower meter gain and selected Super damage. |
| Senna | Mixed, leaning nerf | Weaker Wraith pressure and combo scaling, improved Assist reliability. |
| Teemo | Buff / fixes | Improved block pressure and corrected Super and Ultimate interactions. |
| Thresh | Mixed | Dark Passage improvements and a Rake Assist nerf. |
| Vi | Buff | Vault Breaker and Footwork work better against aerial blocking. |
| Warwick | Unchanged | No direct balance changes. |
| Yasuo | Bug fixes | Double Down and tentacle interaction problems fixed. |
Ahri

Ahri receives no direct balance changes. Her movement, specials, Assists, and damage values stay the same. Any change in her competitive matchups will come from adjustments to other fighters rather than a direct alteration to her kit.
Akali

Akali is one of the main targets of patch 1.3.3. The previous update made her much more threatening, especially through Twilight Shroud and fast normal attacks. Riot is reducing some of that pressure and damage while correcting several cases where her attacks or movement could behave inconsistently.
Akali buffs
- Double jump: Improved input buffering makes it easier to choose the intended direction, particularly after jump-canceling an attack.
- Heavy into heavy: Block disadvantage improves from -15 to -13 frames, a two-frame gain.
- Three-hit heavy sequence: Hitbox and collision adjustments reduce dropped hits at extremely close or far distances.
- Twilight Reaper: The first slash now connects into the second more reliably against opponents standing very close in the corner.
Damage and Twilight Reaper adjustments
- Heavy first hit damage: 50 ⇒ 40.
- Heavy second hit damage: 60 ⇒ 65.
- Twilight Reaper second slash: Blockstun is reduced by one frame.
- Twilight Reaper block advantage: Adjusted to match the corresponding Twilight Shroud variation when its second slash misses.
- Second slash hitbox: Raised so it no longer hits crouching large champions such as Thresh or Braum.
The two heavy attack damage components now total 105 instead of 110. The more important competitive change is how the altered hitboxes and blockstun affect pressure against opponents who know when to crouch or challenge.
Midnight Breaker changes
- Damage scaling: Midnight Breaker during Twilight Shroud now applies combo scaling on its first hit.
- First slash blockstun: 18 ⇒ 20 frames.
- Second slash blockstun: 26 ⇒ 27 frames.
- Frame advantage: Adjusted to match Twilight Reaper when the second slash misses.
- Second slash hitbox: Raised so large crouching champions such as Braum and Thresh can avoid the hit.
Midnight Breaker remains useful in Akali's offensive routes, but it now contributes more damage scaling and loses some effectiveness against large crouching opponents. This makes it worthwhile to test familiar corner sequences again.
Akali nerfs
- Light attack recovery: 12 ⇒ 13 frames.
- Crouching light recovery: 12 ⇒ 13 frames.
- Another key normal's recovery: 15 ⇒ 16 frames.
- Mid-air heavy and charged heavy: Horizontal hitboxes are slightly shorter.
- Kama Slam: Its three-hit sequence can no longer cancel into specials or Supers when blocked.
- Twilight Shroud Perfect Execution: No longer combos into charged mid-air heavy at maximum hitstun decay.
- Guaranteed hitstun: 50 ⇒ 45 frames.
- Final hit meter gain: 12 ⇒ 8.
These changes target Akali's most difficult-to-defend pressure sequences. Removing the special and Super cancel from blocked Kama Slam is especially important in the corner, where opponents previously had to deal with numerous follow-up possibilities.
Akali bug fixes
- Forward and backward jump directions no longer reverse after the third hit of Twilight Shroud Perfect Execution.
- Perfect Execution no longer passes through blocking opponents after initially connecting with an object such as Jinx's Chompers or Teemo's mushroom.
- Kunai Strike correctly destroys Jinx's Chompers.
- Dusk Step can cancel into Twilight Shroud specials even if Akali teleports outside the smoke.
What this means: Akali remains a fast, technical offensive character, but some of her safest pressure and heavily scaled combos become weaker. In return, several movement and hit-confirming problems are resolved.
Blitzcrank

Blitzcrank receives gameplay cleanup rather than an ordinary balance pass. One of the fixes has a significant enough impact on play that Riot classifies it as an adjustment.
- Rocket Grab into immediate Handshake Tag: Rocket Grab now executes correctly instead of occasionally producing no action and very little Steam.
- Back throw: No longer counts incorrectly toward a major reaction for Limit Strike.
- Rocket Grab Steam charge: Fixed an exploit that occurred when Handshake Tag was performed on a particular frame.
- Prompt Disposal: Corrected a visual issue that could disrupt the stage graphics.
Blitzcrank players no longer need to delay their tag to work around the Rocket Grab timing issue. That makes the intended team interaction more reliable without directly increasing damage.
Braum

Braum receives a set of adjustments aimed at reducing frustration for opponents. His Ultimate has more recovery, less blockstun, and reduced pushback, making it easier to punish when defended correctly.
Snax Time Ultimate nerfs
- Recovery: 42 ⇒ 47 frames.
- Blockstun: 20 ⇒ 18 frames.
- Ground and air block pushback: Reduced.
Between the five extra recovery frames and two fewer blockstun frames, Braum is seven frames more vulnerable on block before considering the reduced distance. Opponents who block Snax Time should have more useful punish opportunities.
Stand Behind Me and Leap adjustments
- Stand Behind Me Assist: Collision extends less far ahead of Braum, reducing the risk of pushing opponents out of his teammate's throw range.
- Charged Leap, Little One: Now hits opponents off the ground. Previously this property applied only to the normal version.
The Ultimate nerf is the biggest balance change here. The charged Leap improvement gives Braum another situational tool, but his opponents benefit from more meaningful counterplay after blocking his most powerful attack.
Caitlyn

Caitlyn receives a substantial quality-of-life pass. Her main changes improve the way Rifle Shot, charged Reload Shot, Bola, and traps interact with opponents who are airborne or positioned close to another projectile.
Rifle Shot and charged Reload Shot
- Projectile interaction: Rifle Shot can now cancel into a follow-up Rifle Shot after first hitting a projectile and then connecting with an opponent.
- Projectile-only hit: Still does not allow another Rifle Shot.
- Airborne launch distance: Rifle Shot sends airborne opponents less far away.
- Charged Reload Shot connection: More consistent after Rifle Shot hits an airborne opponent.
- Charge timing: Charged Reload Shot now uses the same midscreen charge requirement against grounded and airborne opponents.
- Charged Rifle Shot: Launches grounded opponents less high, reducing differences between grounded and airborne hits.
- Rifle Shot into charged Reload Shot blockstun: 13 ⇒ 17 frames.
The four-frame increase in blockstun is relevant for Caitlyn's pressure, but most changes focus on making intended conversions more dependable. Players should see fewer unexpected misses when juggling an opponent or shooting through an enemy projectile.
Bola and Enticing Trap fixes
- Mid-air Bola: Gains a hitbox on the first frame, preventing misses against thin airborne opponents such as Teemo and Akali at very close range.
- Enticing Trap: Fixed an issue that caused Caitlyn to float when tagged in during the aerial version.
- Enticing Trap on air block: Removed unintended knockback.
What this means: Caitlyn keeps her projectile-focused identity, but difficult airborne interactions become more consistent. The changes should particularly benefit players who practice technical follow-ups and precise charge timing.
Darius

Darius has no direct character changes in this patch. His abilities, damage, and frame data remain as they were after the previous balance update.
Ekko

Ekko receives a small but deliberate nerf to his close-range pressure. Riot wants opponents to have more opportunities to defend against his speed without removing the movement and creativity that make him unique.
Ekko normal attack nerfs
- Standing light attack: Block advantage changes from -1 to -2 frames.
- Crouching medium attack: Block advantage changes from -5 to -6 frames.
- Standing heavy attack: Block advantage changes from -3 to -4 frames.
Each attack is one frame less favorable when blocked. That may seem minor, but fighting game interactions often depend on very small timing differences, especially against fast characters.
Ekko bug fixes
- Air throw: No longer triggers a launch flip, allowing Ekko to extend a combo into Replay when Afterimage is active.
- Attempt #37 Ultimate: The counter is no longer activated by Senna's Dawning Light Assist.
Ekko loses a little safety during pressure, but the air-throw correction opens a more dependable conversion opportunity. Players should review their blockstrings and experiment with the corrected Replay follow-up.
Illaoi

Illaoi has no direct numerical balance changes. Her only character-specific fix concerns an interaction with Yasuo that could previously fail even when the necessary conditions were met.
- Yasuo back throw: Throwing an opponent onto Illaoi's tentacle now allows that tentacle to grab the opponent correctly.
The correction makes the outcome of these team and matchup situations consistent with the intended tentacle mechanics. Illaoi's general game plan remains unchanged.
Jinx

Jinx does not receive a direct damage buff or nerf. Riot is instead removing unintended interactions involving her charged heavy attack, Chompers, and attacks from other champions.
- Charged heavy: No longer has a smaller hitbox than her standard heavy attack.
- Chompers: No longer generates extra hits after a teammate first strikes the projectile.
- Akali interaction: Kunai Strike now destroys Chompers correctly.
- Senna interaction: Hitting an allied Jinx prop no longer causes Final Embrace to generate an excessive number of hits and damage.
These fixes reduce unexpected results when Jinx's deployable objects interact with attacks from her teammate or an opponent. Teams using Jinx should get more predictable combo damage and projectile behavior.
Lux

Lux receives one of the broader balance passes in patch 1.3.3. She has become a strong, flexible character since joining the roster, and Riot wants to improve a few underused moves without allowing her strongest combo and Super routes to become overwhelming.
Her basic fireball becomes easier to use at close range, Light Geyser gains block safety, and Glitter Dive offers more reliable conversions. In exchange, some attacks build less meter, and two of her Supers receive reductions.
Lux buffs
- Twinkle Spark: Recovery decreases by two frames, making the fireball less punishable at close range.
- Light Geyser: Block pushback increases both midscreen and in the corner.
- Light Geyser blockstun: 14 ⇒ 15 frames.
- Mid-air Glitter Dive: Initial kick hitstun increases from 32 to 40 frames.
- Final Spark Super, third hit: 100 ⇒ 125 damage.
- Final Spark damage sequence: 200 / 125 / 100 / 75 / 75 ⇒ 200 / 125 / 125 / 75 / 75.
Glitter Dive gains eight frames of hitstun, helping Lux bring opponents down from particularly high aerial positions. Final Spark's third hit deals 25 more damage, which improves its finishing potential when that hit connects.
Lux meter generation nerfs
- Charged heavy, second hit: 7 ⇒ 6 meter.
- Rainbow Rain initial hit: 4 ⇒ 2 meter.
- Light Geyser: 5 ⇒ 4 meter.
These changes make some extended Lux combo routes less efficient at generating resources. Riot is trying to preserve her damage and versatility without rewarding every long sequence with quite as much meter.
Lucent Singularity Super
- Initial hit damage: 40 ⇒ 25.
- Final laser damage: 40 ⇒ 50.
- Combo scaling: Now applied only on the initial and final hits.
The altered scaling means Lucent Singularity deals less damage when inserted late into a heavily scaled combo. When used earlier, the move is less heavily penalized by the changes to scaling. Lux players should test whether their existing Super routes remain the best option for damage and meter efficiency.
Brilliant Revelation Ultimate and Shimmer Rush Assist
- Brilliant Revelation damage: 480 ⇒ 470.
- Brilliant Revelation blockstun: 38 ⇒ 34 frames.
- Shimmer Rush Assist total blockstun: 43 ⇒ 42 frames.
Brilliant Revelation loses 10 damage and four frames of blockstun. Its lower blockstun makes the Ultimate easier to punish at longer distances and gives players more reason to consider other Super routes when spending resources.
The Shimmer Rush change also allows champions with seven-frame light attacks to interrupt certain consecutive Shimmer Rush Assist sequences when the Lux team uses the 2X Assist Fuse.
Lux bug fixes
- Back air throw now has the intended hitbox and hit properties compared with forward air throw.
- Back air throw makes Lux fall faster and generates five additional meter.
- Brilliant Revelation now triggers KO animations correctly.
- Brilliant Revelation's cinematic can no longer be skipped using a perfectly timed crouch input.
- Twinkle Spark Assist can now be used twice with the 2X Assist Fuse.
- Prismatic Baton no longer behaves differently depending on which side the opponent blocks from.
What this means: Lux remains a well-rounded fighter, but her advanced offense is less efficient at generating meter, and some powerful Super routes deal less damage. Her improved fireball, Light Geyser, and Glitter Dive should make basic neutral and combo execution more comfortable.
Senna

Senna's earlier buffs made her more popular and more effective, but a few Wraith form attacks are still difficult for opponents to respond to. Riot is slightly weakening those tools while keeping her intended combo routes and fixing several Assist interactions.
Senna buffs and adjustments
- Wraith form mid-air heavy: Hitstun increases by one frame, helping maintain existing combos.
- Wraith Vortex Assist: No longer hits opponents who are already on the ground.
- Tag conversions: Easier to tag into Senna and connect with the intended grounded Wraith follow-up.
Senna nerfs
- Mid-air crouching heavy: Hitbox raised slightly, so it no longer hits standing medium-sized champions while Senna is rising.
- Mid-air Wraith Dive: Startup increases by one frame, making the attack easier to recognize and parry.
- Wraith Vortex: The kick follow-up adds another step of damage scaling, reducing damage from longer routes that use the later hits.
- Black Mist Release Super: Causes a soft knockdown when used before a major reaction, removing an unintended Assist-assisted combo continuation.
These adjustments mostly affect advanced Wraith pressure and extended combos. Senna retains the central mechanics of her kit, but opponents gain a slightly better chance to react to certain aerial approaches.
Senna bug fixes
- Mid-air normal counterhit: Now correctly causes a soft knockdown.
- Dawning Shadow: Double Down now cancels the Super immediately instead of leaving phantom hits active.
- Final Embrace: No longer gains excessive hits and damage when interacting with an allied Jinx prop.
- Wraith Vortex Assist: No longer unexpectedly teleports or changes location.
- Wraith Wave Assist: Can be used twice in succession when the 2X Assist Fuse is selected.
- Dawning Light Assist: No longer makes the Point champion immune to attacks.
- Dawning Light Assist: Can no longer be parried by an allied champion.
- Ekko interaction: Dawning Light Assist no longer incorrectly triggers Attempt #37's counter.
What this means: Senna loses some hard-to-answer aerial pressure and heavily scaled damage, but her intended team tools become more reliable. The double Wraith Wave Assist fix is especially relevant for players using 2X Assist.
Teemo

Teemo was affected more heavily than intended by previous pushblock changes. Riot is making two small improvements to help him maintain pressure without allowing him to ignore an opponent's defensive decisions.
- Normal attack recovery: Reduced by one frame.
- Bushfire: Blockstun increases by two frames.
Bushfire occurs when Teemo ignites grass created by Guerilla Tactics with his flaming slingshot projectile. The extra blockstun helps this setup remain meaningful even with stronger pushblock available to defenders.
Teemo bug fixes
- Bandle Sky Patrol Super: The final dart now causes the intended hitstun when the Super is used early in a combo.
- Blinding Dart Ultimate: No longer incorrectly passes over opponents during certain attack animations.
Teemo's changes are modest but useful. His trap-based pressure becomes more reliable, and both fixes remove situations where a successful attack could behave differently than expected.
Thresh

Thresh is in a much healthier position following earlier changes, so Riot is avoiding another sweeping rebalance. The main focus is making Dark Passage work as intended and removing a frustrating hitbox from Rake Assist.
Dark Passage Assist buffs
- Projectile durability: Increased, allowing Dark Passage Assist to pass through projectile interactions more reliably.
- Projectile piercing: Fixed an issue where Dark Passage could hit a trap without connecting with an opponent standing on the same position.
- Opponent Assist: Dark Passage now correctly triggers against the enemy Assist champion.
- Death Sentence and Death Binding: Fixed inconsistent Limit Strike frame data, making the related Death Binding follow-up more advantageous.
Rake Assist nerf
- Rake Assist: Its hitbox disappears once Thresh's scythe travels behind him.
This removes unexpected hits from behind Thresh that were not intended to be a core part of his offensive game. Players should no longer be punished simply because the returning scythe passes through a surprising position.
Thresh bug fixes
- Dark Passage Assist: Knockback against airborne opponents now follows the lantern's travel direction instead of always sending them right.
- Quick Tag: An Assist champion entering through the lantern no longer blocks on the exact frame it appears during the unintended early-match interaction.
- Back-tumble Limit Strike: Thresh no longer teleports away from the corner.
The result is a more predictable version of Thresh. His core lantern utility remains strong, but strange hitbox and positioning outcomes are reduced.
Vi

Vi receives a series of improvements to attacks that previously felt awkward against opponents blocking in the air. Riot is not changing her into an aerial specialist, but these adjustments reduce situations where her moves are unexpectedly punishable.
Vault Breaker buffs
- Mid-air Vault Breaker: Landing recovery after missing decreases by two frames.
- Charged mid-air Vault Breaker: Also gains two frames less landing recovery after missing.
- Air block pushback: Increases on both versions of mid-air Vault Breaker.
- Vault Breaker hurtbox: Slightly reduced so opposing attacks are less likely to hit Vi during the move.
- Grounded charged Vault Breaker: Air blockstun and pushback adjusted for safer interactions against airborne defenders.
Footwork improvement
- Footwork into charged attack air blockstun: 20 ⇒ 28 frames.
- Air block pushback: Unchanged.
The eight-frame increase in air blockstun makes it harder for airborne opponents to escape Vi's Footwork pressure using air movement alone. Her aerial attacks remain relatively unsafe overall, but their intended situations become more dependable.
Warwick

Warwick is unchanged in the official character balance section. His damage, abilities, and movement remain as they were in the previous patch.
Yasuo

Yasuo's direct changes are limited to two bug fixes involving his Super and Illaoi's tentacles.
- Double Down into Rise, With the Wind: Now activates correctly if the opponent's Assist is knocked out.
- Back throw into Illaoi's tentacle: The tentacle now correctly grabs the opponent after the throw.
Neither fix directly increases his damage values, but both remove situations where an intended conversion or character interaction previously failed.
Additional Training Mode and menu bug fixes
Alongside champion-specific corrections, patch 1.3.3 includes three fixes for practice and interface reliability.
- Online Training Mode: Rapidly pausing and unpausing no longer causes a crash.
- Lobby menu: Exiting the menu no longer causes a directional input to repeat until restarting the game.
- Training reversals: Fixed problems with reversal actions after blocking.
These fixes are especially welcome for players who spend time testing precise situations. Consistent reversal settings and input handling make practice more productive and reduce confusion when evaluating whether a combo or defensive option works.
All 35 new skins in 2XKO patch 1.3.3
Cosmetics receive a major expansion in 2XKO patch 1.3.3. Riot is adding 35 skins to the 2XKO Ultimate Bundle, bringing familiar League of Legends cosmetic themes to more of the fighting game's roster.
The new additions include Battle Academia, Cafe Cuties, Cosmic, Crystal Rose, Dunkmaster, Glacial Terror, High Noon, Inkshadow, Odyssey, Primal Ambush, PROJECT, and True Damage skins. Samira and Sett also receive their own cosmetics as part of the update.
Complete list of patch 1.3.3 skins
Here is every skin included in Riot's official patch announcement, organized by champion to make the collection easier to browse.
| Champion | New skins | Count |
|---|---|---|
| Akali | Battle Academia Akali, Cafe Cuties Akali, Glacial Terror Akali, Primal Ambush Akali, True Damage Akali | 5 |
| Blitzcrank | Cosmic Diviner Blitzcrank | 1 |
| Braum | High Noon Braum, Inkshadow Braum | 2 |
| Caitlyn | Battle Academia Caitlyn, Crystal Rose Caitlyn, Sheriff Caitlyn | 3 |
| Darius | Battle Academia Darius, Dunkmaster Darius | 2 |
| Ekko | Inkshadow Ekko, PROJECT: Ekko, True Damage Ekko | 3 |
| Illaoi | Cafe Cuties Illaoi, Cosmic Invoker Illaoi | 2 |
| Jinx | Cafe Cuties Jinx, Odyssey Jinx, PROJECT: Jinx | 3 |
| Samira | PsyOps Samira | 1 |
| Sett | Spirit Blossom Springs Sett | 1 |
| Teemo | Cottontail Teemo, Firecracker Teemo | 2 |
| Vi | Crystal Rose Vi, Glacial Terror Vi, Pool Party Vi, Primal Ambush Vi | 4 |
| Warwick | Primal Ambush Warwick | 1 |
| Yasuo | Cosmic Zephyr Yasuo, Glacial Terror Yasuo, Sheriff Yasuo, Inkshadow Yasuo, PROJECT: Yasuo | 5 |
| Total | 35 skins across 14 champions | 35 |
Which champions receive the most skins?
Akali and Yasuo receive the most additions, with five new skins each. Vi follows with four, while Caitlyn, Ekko, and Jinx each receive three.
For players who switch frequently between characters, the Ultimate Bundle provides more ways to customize different teams. It also gives the two newest fighters an alternative appearance immediately within the final major content update.
Are the new skins free?
The new skins are additions to the 2XKO Ultimate Bundle, rather than automatically unlocked skins for every player. Riot previously confirmed that players who already own the bundle receive its added cosmetics without needing to purchase it again.
This distinction matters because Samira and Sett themselves are free for everyone, but their new cosmetics are part of the game's existing customization and bundle systems.
For questions about purchases, existing ownership, and item availability, check the official 2XKO support center.
Is 2XKO shutting down after patch 1.3.3?
No. Patch 1.3.3 is 2XKO's final major content update, not a scheduled server shutdown. Riot has confirmed that active development concludes at the end of 2026, but online servers are intended to remain available afterward. Offline play also remains supported.
Riot announced the change after determining that the game's player retention was not sufficient to sustain its previous development plans. The company subsequently accelerated remaining character development and moved toward a simplified, long-term maintenance model.
Samira was already planned as a future roster addition, while Sett was completed through an accelerated development effort. Their release gives players two more distinct fighters to learn as 2XKO approaches its long-term maintenance phase.
Remaining announced 2XKO dates
Riot's announced schedule includes smaller patches and competitive events following patch 1.3.3. Some dates are targets rather than guarantees.
| Date | Announcement | Status |
|---|---|---|
| October 27, 2026 | Patch 1.3.3, Samira and Sett | Official patch date |
| November 6, 2026 | Regular 2XKO communications conclude | Announced |
| November 12, 2026 | Potential patch 1.3.3b with smaller balance and bug fixes | Target date |
| November 20-22, 2026 | Battle Coliseum Major | Announced event |
| November 27-29, 2026 | MINDSET 2026 Challenger event | Announced event |
| Early December 2026 | Possible patch 1.3.5, focused on bug fixes | Tentative |
| After December 2026 | Long-term maintenance period | No additional content patches currently planned |
Riot's longer-term plan is to continue server availability while reducing ongoing development. The precise timing of smaller patches and events can still change, but the distinction between ending active development and shutting down online play is important.
For the company's original explanation, see Riot Games' announcement about the end of 2XKO active development. RiftDaily also follows subsequent game updates and early reports and leaks, keeping confirmed plans separate from speculation.
What to practice after 2XKO patch 1.3.3
With two fighters joining the roster and several important frame-data changes, a little focused practice should be more valuable than trying to relearn the entire game at once.
- Try Samira and Sett. Both are free. Learn a simple combo with each, then explore Samira's Style mechanic and Sett's grab-based pressure.
- Choose the matchmaking priority you want. Use Find Match for faster queues, or enter through Training Mode at a cab when similar ratings matter more.
- Check your LP rating. Players near 2,900 LP should understand the new leaderboard threshold and inactivity decay rules.
- Retest Akali blockstrings. Recovery, cancel, hitbox, and Twilight Shroud changes can affect previously reliable corner pressure.
- Practice punishing Braum's Ultimate. Snax Time now has more recovery, less blockstun, and reduced pushback.
- Review Ekko's frame advantage. Three common normals are one frame less favorable on block, creating slightly more counterplay.
- Recheck Lux and Senna combos. Changes to hitstun, damage scaling, and meter gain can make older optimized routes less efficient.
- Test Caitlyn and Vi against airborne defenders. Their fixes and improvements may make previously inconsistent attacks more reliable.
- Experiment with The Climb. Try the new champion-specific Augments and story content. Use online play when pursuing cosmetic quests.
- Review the updated cosmetics. Existing Ultimate Bundle owners can check their inventory for the newly included skins.
The most useful changes are often the ones that remove uncertainty. A more consistent projectile, a corrected throw interaction, or a single frame of recovery can all determine whether a sequence succeeds in an actual match.
Frequently asked questions about 2XKO patch 1.3.3
When was 2XKO patch 1.3.3 released?
The official date for 2XKO patch 1.3.3 is Tuesday, October 27, 2026. Riot published the patch notes on October 26. The update includes Samira, Sett, Casual Lobby leaderboards, new The Climb content, balance adjustments, and cosmetics.
Are Samira and Sett free in 2XKO?
Yes. Samira and Sett are free for every player in patch 1.3.3. Both champions are included in the roster without a separate purchase or champion-unlocking requirement.
Is Ranked back in patch 1.3.3?
No. Ranked remains disabled. Casual Lobbies instead use an LP-based leaderboard, and players can choose between faster matchmaking and greater emphasis on similarly rated opponents by changing how they enter the queue.
How many LP do you need for the 2XKO leaderboard?
You need 2,900 LP to qualify for the leaderboard in your current Casual Lobby. After 14 inactive days, your LP starts decaying by 25 points per day until reaching 2,800. Playing again resets the inactivity timer.
Which champions are nerfed in 2XKO patch 1.3.3?
Akali and Ekko receive nerfs to fast offensive pressure. Braum's Ultimate becomes less safe, Senna loses some Wraith form pressure and damage, and Lux receives selected reductions to meter generation and Super damage. Several of these characters also receive buffs or bug fixes.
Which champions are buffed in patch 1.3.3?
Caitlyn and Vi gain more reliable and useful attack interactions, while Teemo receives small pressure buffs. Lux also gains improvements to Twinkle Spark, Light Geyser, Glitter Dive, and Final Spark. Akali, Braum, Senna, and Thresh have mixed changes that include some beneficial adjustments.
Can you play The Climb offline in 2XKO?
Yes. The Climb supports Offline mode in patch 1.3.3. However, offline runs do not advance the quests that unlock chromas or avatar items. Those progression rewards still require online play.
Is 2XKO shutting down after patch 1.3.3?
No. Patch 1.3.3 is the final major content update, but Riot has announced that online servers remain available beyond 2026. The game moves toward a maintenance period after its remaining planned patches, while offline play continues to be supported.
Two new fighters and a final round of improvements
2XKO patch 1.3.3 brings the game's final major roster expansion with two contrasting characters. Samira offers fast, expressive offense built around Style points, while Sett introduces a grappler-brawler approach that makes close-range defense especially demanding.
The update's longer-term value goes beyond those two fighters. LP leaderboards give Casual Lobby players a visible rating goal, the matchmaking adjustments offer more control over wait times and match quality, and The Climb becomes available offline. The extensive bug fixes should also make important combat interactions easier to understand and practice.
For existing character specialists, Akali, Ekko, Braum, Lux, and Senna deserve immediate attention because their pressure or combo routes have changed. Caitlyn, Teemo, Thresh, and Vi players should also revisit their updated abilities and Assist interactions. Small frame-data adjustments often matter most when both players know the matchup well.
Continue exploring RiftDaily's 2XKO guides and coverage, revisit the patch notes archive, and follow our gaming news for community developments and competitive events. We also track subsequent game updates and early reports and leaks, with official announcements kept distinct from speculation.



